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sturmfalkerda

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Everything posted by sturmfalkerda

  1. sturmfalkerda

    Vcom AI V2.0 - AI Overhaul

    ASR AI seems to be a general improvement, I know both of them overlap a bit but I want to try both at the same time tomorrow, it will be either really cool or really strange, LOL. The AI are really smart and surprising using your scripts, I cant predict what they are going to do, I spectated a battle in my mission I am working on, a convoy mission. PS: The showcase was really good (again) and basically sold it to me.
  2. sturmfalkerda

    Vcom AI V2.0 - AI Overhaul

    Wow, I watched the showcase. That was amazing! I didn't know how smart the vanilla AI where, even with the problems they have. They cover eachother like heck. I love how well this works, how do you think this compares to ASR AI A3? I have not tried ASR AI in a long time. http://forums.bistudio.com/showthread.php?173515-Asr-ai-3
  3. sturmfalkerda

    Hidden Identity Pack V.2

    So it should include most of the older (and most likely improved) items as well as the newer ones? Thanks, making a major private modpack, I dont want to screw stuff up.. XD
  4. sturmfalkerda

    Hidden Identity Pack V.2

    Would it be a bad idea to use V1 and V2 at the same time? Do they add different stuff or?
  5. Will the following work? AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHighHemtt This looks great in the editor.
  6. sturmfalkerda

    Fire-Fight Improvement System

    How well does this work on multiplayer?
  7. sturmfalkerda

    A3 Wounding System (AIS by Psycho)

    Hey Psycho! I love how this works, it is very smooth. What did you use for the revive dialog? It shows percents and fades out. Look very good! I found a couple of annoying things that I am attempting to solve by my own. - There's nothing to handle if you are carrying or dragging a soldier and get wounded, the guy you are carrying or dragging simply stays attached to you! - I didn't check to see if it plays the animations for injured while carrying/dragging (I know there's a really nice one for carrying at least) but it's quite funny to see a hovering soldier above you when you get injured from carrying. Hope I helped! **EDIT** I noticed some wierdness when playing animations, some work with switchmove, some work with playmovenow, and stuff like that. Is it possible you have it set up but its not playing the animations? I tried this and nothing happened.... player playMoveNow "amovpknlmstpsraswrfldnon_agony";
  8. sturmfalkerda

    WW AIMenu (complimentary commands)

    Yay! Sounds good, do you know if AI automatically use parachutes?
  9. sturmfalkerda

    WW AIMenu (complimentary commands)

    Oh, I meant being able to send waypoints such as search and destroy and guard and stuff to both ground units and air units.... LOL
  10. sturmfalkerda

    WW AIMenu (complimentary commands)

    What about the ability to Eject and maybe use parachutes? and can the WayPoint system be expanded to be similar to the UAV Controlling system and reset to normal group functions when you regroup? Yay ideas! Lol!
  11. Hello! I am really excited about the full release tomorrow. I want to know what all will break, I know most mods that add attachments that work on default weapons will need an update. (Arma 3 Release adds a couple new attachments I think) Plus, will missions need to be updated to get rid of beta references? What about CBA A3? Thanks!
  12. sturmfalkerda

    TMR Modular Realism

    Does this mod need an update for the new scopes and such or will it work fine with the new release?
  13. sturmfalkerda

    China - PLA Infantry (Alpha)

    Wait what? This isnt multiplayer compat? lol
  14. lol! I didnt really mean it in a bad way, I am quite sure a couple of things would break. Abs, what percentage of mods would you say currently use the Beta PBOs? I would imagine a scarey amount.... lol Corporal_Lib, Do you use FHQ accessories ? I was told any mod using a tweak to put attachments on vanilla weapons will not work....
  15. sturmfalkerda

    Mag Repack

    I think Kremator was having a problem with Wind Walkings Ai Menu (WW AI Menu I think) but he updated it and fixed it. Will CBA or your mod need to be updated for tomorrows release?
  16. sturmfalkerda

    TMR Modular Realism

    Hello! I know Arma 3 gets released tomorrow morning, what all do you have to do to get it updated? I know theres a couple more attachments (This means I will need to disable almost all of my Weapon Mods haha) So those might need new images and stuff. So far I can only think of a couple of broken stuff (That being the most annoying, along with waiting for missions to update if they have any wierd changes that need to be made, UAVS! lol!)
  17. lol! sorry. My brain is really scrambled today. I might want to try and figure this out for my self. Now to work on parachuting cars! On a note, tomorrow when you update for the Arma 3 release, are you going to add all the UAVs and Drones?
  18. Well this is wierd, does this conflict with FFIS? http://forums.bistudio.com/showthread.php?161738-Fire-Fight-Improvement-System&p=2471593#post2471593 It seems the player cant do fall animations but npcs do even from grenades.... lol sometimes they do a fall, then stand up, and do the FFIS dodge animation.... It would be upsetting to have to disable FFIS evasive animations.
  19. LOL! I dont know all the basics of SQF yet! Thanks for finding the bracket and making things cleaner. Somehow I managed to completely create everything else (even the Multiplayer sync for Armory, I copied that and converted it to work with my script) Do you happen to know off the top of your head how to get the player and set his position to a certain building spot? I need to do this to get around a camera bug with my script being used in doors. How would I execute two things on the same thing? This is from Case 12, The Personalizer (Based off of the Armory) And on a note, there still isnt any green smoke from the crate. lol its so hard to find them. hq_blu1 addaction ["<t color='#11ffff'>Personalizer</t>","InventorySystem\createInventoryDialog.sqf", "", 0, true, true, "", "_this == player"];
  20. sturmfalkerda

    WW AIMenu (complimentary commands)

    So how do you cancel for instance.... a landing? I notice it goes all wierd. And what happens if you command a whole squad to land (I guess it counts your self too.. or should I only be selecting the pilots!?!?) Is it not a good idea to select yourself as well? To prevent posting all over the place I might as well ask the same guy. Trying to figure out what mod is causing wierdness.. I think its FFIS lol.. Using return to formation seems to fix most things.... Without TPW EBS does WW AI Cover include any supression? My guys seem to go all wierd and prone all the time every know and then. I need to try all this without FFIS installed! Thanks!
  21. What did you change? the formatting got a bit messed up. All of the magazine stuff is on one line, so that shouldnt have a problem. Same with Support Personalizer stuff.... Wish this forum would add SQF formatting some time lol
  22. Would this be correct? I am not getting the customizer action on ammo crates but I am on the HQ Leader. Maybe I am just being dumb, but I might not be getting the ammo crate smoke thing, lol this is fun. _target = _this select 0; _location = getpos _target; if (commandpointsblu1<2) exitWith { ["info",["Not enough command points","Not enough Command Points (2CP required)"]] call bis_fnc_showNotification; }; commandpointsblu1 = commandpointsblu1 - 2; publicVariable "commandpointsblu1"; hint "A supply crate has been dropped near your location"; _parachute = "Steerable_Parachute_F" CreateVehicle _location; _parachute setPos [_location select 0, _location select 1, (_location select 2)+100]; _ammo = "B_supplyCrate_F" CreateVehicle [_location select 0,_location select 1,(_location select 2)+50]; _ammo attachTo [_parachute,[0,0,0]]; _ammo addMagazineCargo ["30Rnd_65x39_caseless_mag", 70]; _ammo addMagazineCargo ["30Rnd_65x39_caseless_mag_Tracer", 70]; _ammo addMagazineCargo ["100Rnd_65x39_caseless_mag", 70]; _ammo addMagazineCargo ["100Rnd_65x39_caseless_mag_tracer", 70]; _ammo addMagazineCargo ["1Rnd_HE_Grenade_shell", 90]; _ammo addMagazineCargo ["UGL_FlareRed_F", 70]; _ammo addMagazineCargo ["UGL_FlareGreen_F", 70]; _ammo addMagazineCargo ["1Rnd_Smoke_Grenade_shell", 70]; _ammo addMagazineCargo ["1Rnd_SmokeRed_Grenade_shell", 70]; _ammo addMagazineCargo ["1Rnd_SmokeBlue_Grenade_shell", 70]; _ammo addMagazineCargo ["NLAW_F", 70]; _ammo addMagazineCargo ["Chemlight_green", 70]; _ammo addBackpackCargo ["B_AssaultPack_khk",10]; if (support_armory_available) then {_ammo addaction ["<t color='#ff1111'>Armory</t>","VAS\open.sqf", "", 0, true, true, "", "_this == player"]}; if (support_personalizer_available) then {_ammo addaction ["<t color='#11ffff'>Personalizer</t>","InventorySystem\createInventoryDialog.sqf", "", 0, true, true, "", "_this == player"]; // magazines[] = {"1Rnd_HE_Grenade_shell","UGL_FlareWhite_F","UGL_FlareGreen_F","UGL_FlareRed_F","UGL_FlareYellow_F","UGL_FlareCIR_F","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeYellow_Grenade_shell","1Rnd_SmokePurple_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell","3Rnd_HE_Grenade_shell","3Rnd_UGL_FlareWhite_F","3Rnd_UGL_FlareGreen_F","3Rnd_UGL_FlareRed_F","3Rnd_UGL_FlareYellow_F","3Rnd_UGL_FlareCIR_F","3Rnd_Smoke_Grenade_shell","3Rnd_SmokeRed_Grenade_shell","3Rnd_SmokeGreen_Grenade_shell","3Rnd_SmokeYellow_Grenade_shell","3Rnd_SmokePurple_Grenade_shell","3Rnd_SmokeBlue_Grenade_shell","3Rnd_SmokeOrange_Grenade_shell"}; waitUntil {sleep 1; getpos _ammo select 2<0.2}; _smoke = "SmokeShellGreen" CreateVehicle (getpos _ammo); ["info",["Supply delivered","The supply crate has been marked with green smokes"]] call bis_fnc_showNotification;
  23. What? LOL? I had to disable this in the configs for this mod http://forums.bistudio.com/showthread.php?161738-Fire-Fight-Improvement-System/page14 Do you have this? If not.. wierd.. I will have to test this as well! I did notice this was happening way too much, but I thought it was FFIS, I have not tested it with random temporary leavings disabled. So I guess it might be the mission? I will test this tomorrow!
  24. Yeah, that was just a part of the code, if I may ask why does it look like the trained soldiers upgrade and armory are handled differently or specially? I went ahead and treated my customizer like those too. It works (well the camera goes crazy because hes inside a building but thats just the camera LOOOL) I want to thank you again for this amazing mission! Sturm!
  25. So what do I need to do to add another addaction support? changed INIT, ammobox, request.sqf, description.ext, request_support.sqf, and tried to add a clone of the armory but with a customizer. when I press the buy support button or whatever on my custom thing nothing happens, but everything else works lol. I am a bit clueless with advanced stuff like this, so any help I would love, thanks! **EDIT** OMG LOL! I forgot Support Init! It works! case 12: { if (commandpointsblu1 >= 8) then { if (!support_personalizer_available) then { commandpointsblu1 = commandpointsblu1 - 8; ctrlSetText [1000, format["%1",commandpointsblu1]]; hq_blu1 addaction ["<t color='#11ffff'>Personalizer</t>","InventorySystem\createInventoryDialog.sqf", "", 0, true, true, "", "_this == player"]; lbSetColor [2103, 12, [0, 1, 0, 1]]; support_personalizer_available = true; publicVariable "support_personalizer_available"; ["armory",["Personalizer Unlocked","Access the Personalizer at the HQ and at the dropped supply crates"]] call bis_fnc_showNotification; } else { hint "This support is already available"; }; } else { hint "Not enough command points"; };
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